Infinity Loop: Five (Potential) Problems with Rotating Pages

So this past weekend I spent some time taking the standard portrait layout for One Spot and turning it on its side for a landscaped version. For One Spot #3: The Reeve I already have nearly four pages of content… Three pages with three columns and images and one page that will be the map…

One Spot Design: Hooks – The Reeve

Now that we know a bit about our fallen reeve Quentus and where he hangs out, we can start looking at some ways to hook both sides of that equation into an existing game. Much like with Mr. Hand from Hand’s Goods, Quentus straddles multiple worlds in his pond of existence… Quentus operates with authority…

One Spot Design: Locations – The Reeve

Now that we know a bit about Reeve Quentus (see this post), it’s time to look at the place he works and some related locations… The Reeve’s Station The Reeve’s station is a small three-story building with a living area upstairs, an office on the main floor, and three small jail cells in the basement.…

Infinity Loop: A Side Excursion into Random Generators

Some of you may know that in my day job, I’m a software engineer and have been programming using the Java language for over a decade. In that time, I’ve always wanted to play a bit with JavaScript and the web side of Java but never had an opportunity to do so until this week.…

One Spot Design: An NPC – The Reeve

It’s time to learn a bit about the main NPC for the next One Spot supplement… Reeve Quentus. He’s got a bit of a problem… Overview The Reeve in town was a good man once. But when you deal with scum and villainy regularly, it’s difficult to avoid becoming a bit tainted yourself. As Nietszche once…

Infinity Loop: Designing a Worksheet

Towards the end of the work I was doing for Brick by Brick: Doors, I came up with the idea of including a worksheet of some sort in the book as a quick reference for GMs to use as a distilled version of all the tables included in the book. Having never designed a worksheet…

Brick by Brick: Doors is Now Available!

Every dungeon has doors. Each door has a story. More than that, every door offers a transition from one thing to the next. Some transitions are easy (no door at all or it’s unlocked). Some transitions are hard (locked or trapped). Some turn out to be dead ends (blocked or jammed). Do you ever find…

One Spot Design: Another Perspective

One night last week I had an idea on how to approach the next One Spot (and future One Spots) from a slightly different perspective. Rather than focusing on each one of these as a distinct location, perhaps it would help to compose an abstract method of seeing them as part of a more coherent…

Little Spaces Design: Shipwrecks

Following on the design revisions between Little Spaces: Ghostly Effects and Little Spaces: Scary Basements (releasing this week!), I had some time to ponder some additional possibilities for the Little Spaces line. The next one will be Little Spaces: Shipwrecks. Though we’ve all seen (or read) examples from movies, TV, and literature about shipwrecks, sometimes…

Little Spaces Design: Scary Basements

Today we’re going to look at a slightly modified approach to the next Little Spaces supplement – Scary Basements. The idea for this one is much like it was for Ghostly Effects – to offer some inspiration when describing spooky places for your Halloween-themed game. In this case, it’s all about those creepy basements you see in horror…

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